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The Regenerate spell is used for when a limb is severed.
This should be up to your GM; they may have intended that you suffered a "severe enough" wound that a regular cure spell isn't sufficient.
RAW, cure spells are likely good enough, but this is pretty borderline that if it's the GM's intent was to cripple you, Regenerate is the one you'll need.

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As far as the rules are concerned, there is no way to break your fingers, so the question is moot.
If you go by published scenarios, healing broken bones requires Regeneration.
In the Worldwound Incursion Avenia starts with a broken leg. Regeneration is called out as being required to mend the broken bones.

CraziFuzzy |

Actually, on second thought, Regenerate is appropriate, and it does list mending broken bones in it's spell effects. Also, there is a monk feat called BoneBreaker, that allows a stunning fist attack to 'tear tissue and break bones', the result being strength or dexterity damage. This would also imply that any other effect that restores permanent ability score damage could be used - Restoration, Greater Restoration, or simply resting for x number of days to allow the bones to naturally heal (Long-term care from the heal skill will help, which would be seen as ensuring proper alignment and splinting/casting the limbs).

Ross Byers RPG Superstar 2008 Top 32 |

If you kill someone with broken fingers and then raise dead them, are their fingers healed?
It says it closes wounds, but not that it knits bones, and that missing bits (i.e. things you'd need regenerate for) are not restored.
So sounds like you'd come back to life with your hand still broken, and have to wait 8-10 weeks for it to heal naturally.

CraziFuzzy |

Everything in the books reads like broken bones are the 'real cause' of certain ability score damage. For the hands, that would be dexterity damage. Having all the fingers broken on a hand would significantly affect dexterity, requiring quite a few full days rest to recover. Ultimately, it's the responsibility of the GM that issued the damage to describe that damage in game-rule terms.
Raise Dead does not restore ability damage (aside from bringing a 0 score to 1).

Drock11 |
As a rule of thumb my own personal view if something requires regenerate to heal or if regular cure spells will works is will the injury have the ability to heal fully on its own, or with minor medical assistance like setting bones that aren't severely broken or bandaging, in a practical sense with natural healing? (I don't count minor cosmetic things like scars which technically will never fully heal but I allow cure spells to fix anyhow if the player chooses for them to and they are applied to fresh injuries.)
If the answer is yes then I will probably allow cure spells to fix it. If not and they have things like parts of their body missing, bones that are completely shattered, or organs that are severely damaged they will probably need regeneration.
As specific injuries rarely come up as most things are reduced to hit point damage it's almost never a issue. Really, I think things like this are more GM fiat than anything and even if one would allow cure spells to fix things it still depends on how powerful the spell or how many hp of healing is needed.

Thanael |

In core rules a broken finger is just fluff. There's no defined rules for breaking one. New subsystems introducing broken bones have to provide guidance how to heal them. Such systems might be critical hit systems like TPK Games Laying Waste: Critical Hits or maybe the optional called shot/debilitating blow rules from Paizo.
That said many of those will still not go into such fine granularity detail. For me Dex damage sounds about right. For casters maybe treat it like being bound with rope (see escape artist skill) or imposing condition like entangled or even grappled or pinned depending on the damage. And/or use the above link for a called shot/debilitating blow to the hand.

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Ross Byers wrote:As much as I don't like it, the spell description for regenerate specifically mentions broken bones. Why do broken limbs require a 7th level spell when being dead only requires a 5th level spell? I dunno.Because legacy?
Raise Dead assumes that the body is relatively intact. It also requires an expensive material component, whereas regenerate does not.

HectorVivis |

Minor spoiler from Wrath of the Righteous:
her leg mends enough that she can walk without a crutch, yet until she receives a regenerate spell, she won't be able to move at full speed.
It seems you really need the regeneration spell to heal wounds like that. Cure spells can "conjure" flesh, but not fix bones.

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Deadmanwalking wrote:blackbloodtroll wrote:Wasn't there some rules on missing/injured limbs introduced in Skull & Shackles?There are. They are fixed with Regenerate, which seems to be the standard rule.Which book?
Do you have a link?
I am truly interested.
They're in the Player's Guide, which is free here. The rules are listed as optional...but that's mostly due to them being rules for getting such injuries, not fixing them.

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Minor spoiler from Wrath of the Righteous:
** spoiler omitted **It seems you really need the regeneration spell to heal wounds like that. Cure spells can "conjure" flesh, but not fix bones.
I suspect that there is more in the background information on it, but I would suspect that you would only need the regenerate spell for broken limbs that were left without any sort of care or attention for a significant amount of time.
Broken leg? Ouch.
Heal skill to set the limb. No longterm issues, but recovery period would not be reduced.
Follow it up with cure spells to remove the general damage, and the bones would knit as the damage went away. The full healing of the bones, IMO, would be tied to the related stat damage. YMMV.
Include one or more lesser restorations to reduce the stat damage incurred with the broken limb, and the bones knit even faster, and better.
If the story allows, give the recipient of the broken limb a "free" divination ability, where the broken area now aches (1 point of stat damage?) when bad weather starts making up that is going to be heading their way. That fisherman whose ankle swells/aches when the weather is going to be stormy, etc.

Eridan |

No RAW answer for this question but a houserule as possible solution :
On my table a broken limb has STR and DEX 0. So everything that requires this particular limb is not possible as long as you dont have healed at least 1 point of STR and DEX. Then you have the normal penalties for low attributes.
Attribute damage is healed normally over time or with the related healing spells.

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Since there are no apposite rules, I'll simply mention that my house rule (instituted after a particularly nasty trap did relatively little hp damage, but broke both ankles as part of its function) was that a Heal check to set the bone properly was necessary, after which regular healing magic would do the rest. (Bones that are healed while misaligned would probably use the permanent ability drain mechanic, but I never had to extend the house rule that far.)

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I rule most injuries as "until fully healed or you are treated with a DC X Heal check as a standard action."
I really like needing the Heal to go in first, though. That actually makes a lot of sense. Admittedly, you could always rebreak the bone and then reapply magic, but it means you need to get a good Heal check in there somewhere.
Cheers!
Landon

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It's all house rules, but then in game terms a broken bone is "flavor text"
But here is how I'd do it:
For broken FINGERS/TOES:
take a -2 on actions involving the hand in question, or a -5 movement rate
Make a DC 15 heal check to set the bone and a Cure Light Wound and it's healed and the penalty is removed.
OR
a Cure serious wound to heal it and remove the penalty.
OR
Heal 6 points of natural healing.
For a broken HAND/FOOT take the same -2, or a -10 movement rate
But it takes a DC 18 Heal check and a cure serious wounds to heal it
OR
A cure critical wounds.
OR
Take a DC 10 heal check (to set the bone) and 12 points of natural healing
For a broken ARM/LEG - the arm is useless until healed or a - 50% movement rate
Take a DC 21 heal check and a cure critical wound
OR
A cure severe wound
OR
A DC 15 Heal check and 24 points of natural healing
For a broken BACK/PELVIS
It will take a DC 30 Heal check and a cure severe wound
OR
A Heal or regeneration spell
OR
You are screwed.

HectorVivis |

I suspect that there is more in the background information on it, but I would suspect that you would only need the regenerate spell for broken limbs that were left without any sort of care or attention for a significant amount of time.
Nope.
IMO, healing a broken limb with a heal check require time. A lot of time (as IRL). It would have been a good thing if the devs provided us with those kind of informations, even if it is corner case.